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BYOND Map Editor

BYOND Map Editor

Civilization 13

| (0) | Free
View and edit BYOND .dmm maps (rendered tiles from the native type tree; place, erase, stamp and move objects, edit vars, undo/redo, verified saves), plus DreamMaker compile errors in the Problems panel and local playtests.
Installation
Launch VS Code Quick Open (Ctrl+P), paste the following command, and press enter.
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BYOND Map Editor (VS Code)

A custom editor for BYOND .dmm maps, built on byond-devtools. Install it from the Visual Studio Marketplace.

  • Open a map, then run BYOND: Open BYOND Map Editor (or right-click the file, or "Reopen Editor With..."). The text editor stays the default for .dmm files.
  • Pick a z level, the bottom-left tile and a view size (16, 32 or 64 tiles), then Render.
  • The image is the static preview (authored source plus compiled type defaults), not a client screenshot. The report lists everything not drawn exactly.
  • show turfs, objs, mobs and areas toggles which kinds are drawn. highlight type dims everything except that type and its subtypes (e.g. /obj/structure/door). animate plays animated icon states (8 frames, 200 ms each, every state stepping by its own delays); editing works the same while it plays.
  • compare with a git revision (default HEAD; master or origin/master work too) dims unchanged tiles and outlines changed ones: yellow modified, blue reordered, green added, red removed. Unsaved edits count as changes. Next change centres the view on each changed tile in turn and selects it.
  • Show in text (next to a selected tile's key) opens the .dmm beside the editor at that key's definition.
  • BYOND: Compare icon with git revision (right-click a .dmi, or the editor title bar) shows which states were added, removed or changed since a revision (default HEAD) and draws each changed state as before | after | heatmap, every dir down and every frame across.

Editing:

  • Select: click a tile to see its stack. Change a type path, add or remove var overrides (names are suggested from the type tree), reorder, remove or add atoms, then Apply. Move on an object or mob, then click another tile, moves it there. Brush loads an atom into the Place tool; Use as stamp copies the whole stack for the Stamp tool.
  • Place: click or drag to put the brush type on tiles. Objects and mobs go on top of the tile's objects; a turf replaces the tile's turfs; an area replaces its area.
  • Erase: click or drag to remove the top object or mob from tiles (turfs and areas stay).
  • Stamp: click or drag to replace whole tiles with the copied stack.
  • Undo and redo with Ctrl+Z / Ctrl+Y (or the buttons); each click or drag is one step. With the type tree loaded, a path the project does not define is refused.
  • Save (Ctrl+S) writes one safe-edit patch from the file as it was opened or last saved: only edited tiles change, untouched cells keep their bytes, the result is re-parsed and verified, and the file is replaced atomically. If the file changed on disk in the meantime (git pull, mapmerge2), Save refuses and nothing is written; use File: Revert File to load the new version. A clean editor reloads it by itself. Save As is not offered: save, then copy the file.
  • BYOND: Resize map (right-click a .dmm, or the editor title bar) asks for the new size (width x height x levels), an offset that moves the existing tiles (to grow west or south) and the stack for new tiles, shows what is kept, filled and cropped, then rewrites the file atomically. Holes between grid blocks are filled too. Save or revert unsaved edits first; an open editor reloads the resized map.

Other commands:

  • BYOND: Compile project builds the .dme with DreamMaker in a temporary folder and puts every error and warning in the Problems panel (nothing is written to your checkout).
  • BYOND: Start local playtest asks first, then compiles and runs the game on this computer (temporary folder, -safe, 127.0.0.1 only, no saves) for you to join with Dream Seeker. The "BYOND Playtest" output shows the world log; Cancel stops the world. Runtime errors land in the Problems panel at their source line. It stops by itself after byondDevtools.playtestMinutes.

Settings:

  • byondDevtools.byondBin: your BYOND bin folder. The project's type tree is read with DreamMaker -o from a temporary folder, so nothing is written to your checkout.
  • byondDevtools.typeTree: a saved type tree instead (DreamMaker -o civ13.dme > tree.xml).
  • byondDevtools.dme: the project .dme, if the folder root has more than one.
  • byondDevtools.playtestMinutes: how long a playtest runs (default 30).

Development: npm ci, then npm test runs the integration suite in a downloaded VS Code (VSCODE_VERSION=insiders npm test for Insiders; Linux needs xvfb-run -a). npm run package bundles the core and writes byond-map-preview.vsix; install it with "Extensions: Install from VSIX...". Pushing a vX.Y.Z tag publishes a GitHub release with the .vsix, and also publishes to the Visual Studio Marketplace (Microsoft Entra sign-in through variables AZURE_CLIENT_ID and AZURE_TENANT_ID, or the VSCE_PAT secret) and Open VSX (secret OVSX_PAT) when those are set. See the main README's release notes.

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